This is part one of a two-part review of Mirror’s Edge and contains no spoilers while part two refers to specific events and situations within the game. Last night I finished Mirror’s Edge, and I have to say it was an exquisite experience. From the visceral gameplay to the bright, bold aesthetic, from the electronic soundscape to the heroine herself, Mirror’s Edge take us out of the realm of business as usual when it comes to video games.
This isn’t to say that the game lacks flaws. My emotional landscape was like this as I played: Pleasure of discovery –> Comfort as I settle into the game –> Frustration as I am pulled frequently out of it –> Disappointment as the game’s weaknesses mount –> Focus as the intensity and difficulty rises –> And finally, satisfaction as I reach the end. In many ways, the game is like the player/character when you first play; it stumbles into the bright sunlight and can’t quite control itself. The game is polished, but underneath the smooth animations is a constant unease. It’s a game that doesn’t trust its core mechanic of constant momentum, which is a shame as the momentum - the ducking, running, sliding, and leaping as you navigate the environment - is wonderful.
Since Mirror’s Edge came out in December, I’ve read several reviews, professional and non-professional, and I wonder to what extent they suffered from hype poisoning. I recall that when the in-game trailer dropped, people were all over it. When a game fails to live up to one’s expectations, the emotional backlash can be brutal. Mirror’s Edge is not a perfect game or a revolutionary game. It’s a good game with problems. It also delivers a unique experience, and that is something I crave in my entertainment.
Mirror’s Edge does a good job at embodiment. I am both aware of Faith as a separate entity, even as I lose myself in her motions. She becomes an extension of myself, but never disappears entirely. Her feet are right there, as well as her legs if I fall on my ass. I can hear her breathing constantly, the various grunts of effort as she moves. If the ‘sight’ is placed on a close object, the ones far away blur slightly as she focuses. There’s the jerk of her pulling back from a ledge I’m not quite aware of or the slight exhalation of breath she makes right before she drops into a slide.
I’ve played first-person shooters before, and I’ve played third-person acrobatic based games, and I find the blend works. There are times that Faith speaks directly to the player, and I’m okay with that. She’s not me, but we don’t need transplant character e.g., Farrah in the Prince of Persia: Sands of Time. We’re close enough that her stray thoughts make their way to me.
The story works best when it keeps me along for the ride. Between each chapter, there’s an animated interlude, in which everything is inevitably drab and grey. It’s like no one bothered to tell the animation director that the color scheme tended towards white broken up by swathes of strong color. Not only does it take the player out of the action into the role of a watcher, but the muted colors suggest that it’s not as important or interesting as the rest of the game.
During the actual gameplay sections, Faith is oddly silent. Instead, we have Merc (short for Mercury) constantly barking orders at her. This is especially annoying during difficult sections where he’ll make the same useless comment –“Be careful, Faith. Watch out.” – over and over and over. This is especially annoying when I’m being shot at. When bullets are flying, neither Faith nor I need a guy sitting at a computer miles away to tell us to be careful. As I said, Faith’s thoughts make their way to me, but doesn’t seem to do much thinking.
Earlier concepts made her a gang member and gave her a bit of ‘tude. The developers dropped that, but didn’t pick up the slack. What is Faith’s personality? I believe they intentionally made her blank so the player could project, but this was a misstep.
I wonder to what extent the fact that Faith is female played in this. I know some guys decided this was a girl’s game simply because the main character was a woman. I’m not fond of the faceless blob hero: Dead Space, Doom, and Portal come to mind. I’d rather play someone like Dante, Duke Nukem, Sam Fisher, or the Prince. My ability to empathize with and care about what a character cares about is never helped by a lack of personality.
Part 2 tonight.